Elite: Game talk

03 Nov 2024, 5:32pm
im stuck with one weekly powerplay mission.



What or where is the most effective way to hunt down wanted enemy power npcs?
03 Nov 2024, 6:07pm
by watching a really bad introduction to powerplay 2.0 video, i just need kill any wanted ships which i was doing that and did not count. Nice bugs fdev, nice one
03 Nov 2024, 6:18pm

Auto Field-Maintenance Unit can be reloaded using Synthesis and their speed of repair increased by 50 or 100%, so it's worth opting for the 4D to limit power draw.

If you're planning a long trip properly you could leave with enough materials to repair your ship and modules this way.
03 Nov 2024, 6:58pm
What's the point of limiting power draw on a module that requires you to power down other modules anyway? Just put it into a higher power group so it isn't powered all the time. Same with the SRV hangar by the way, pointless to power it while the thrusters are on. When you're landed, thrusters will be off and the hangar will be powered automatically.
03 Nov 2024, 8:16pm
SakashiroWhat's the point of limiting power draw on a module that requires you to power down other modules anyway? Just put it into a higher power group so it isn't powered all the time. Same with the SRV hangar by the way, pointless to power it while the thrusters are on.

That's what I do for the Shield Cell banks as well.

Reducing Power Draw allows for stronger weapons to be fitted for those who wish to arm their ship and reduce the amount of manipulation in the Module page, it's a pain in the back, I do it all the time in CZ, so having one ON and one OFF is useful, I got TWO 3D AUTO FIELD-MAINTENANCE UNIT in the Mandalay.

Sakashiropointless to power it while the thrusters are on.

That's not true, I repaired other modules while on approach to an Engineer, you can repair pretty much anything you don't need to move like Power Plant and Thrusters, such as Shield Cell Banks or even Life Support for which repairing twice faster thanks to Premium Synthesis will also be useful.

When I get too much damage with the Krait in a CZ, I move away from the fight, I'm never bothered by enemy ships once at a given distance, I can recover my shields and if I had Auto Field-Maintenance Unit fitted, I'd use them.


Last edit: 03 Nov 2024, 9:33pm
03 Nov 2024, 8:38pm
Rayman.im stuck with one weekly powerplay mission.



What or where is the most effective way to hunt down wanted enemy power npcs?


I cleared this by engaging anyone with a wanted status in a reinforcing status system (of my own power's systems). So nav beacons and weapons fire signals. I don't think everyone I killed was allied with another power. Just regular pirate bounties.
03 Nov 2024, 8:38pm
Thinder
Auto Field-Maintenance Unit can be reloaded using Synthesis and their speed of repair increased by 50 or 100%, so it's worth opting for the 4D to limit power draw.

If you're planning a long trip properly you could leave with enough materials to repair your ship and modules this way.


yesterday, 6:40am
Paulie Hedron
Rayman.im stuck with one weekly powerplay mission.



What or where is the most effective way to hunt down wanted enemy power npcs?



I cleared this by engaging anyone with a wanted status in a reinforcing status system (of my own power's systems). So nav beacons and weapons fire signals. I don't think everyone I killed was allied with another power. Just regular pirate bounties.


So its bug then, i killed a few regular pirates yesterday.
yesterday, 12:29pm
Thinder
SakashiroWhat's the point of limiting power draw on a module that requires you to power down other modules anyway? Just put it into a higher power group so it isn't powered all the time. Same with the SRV hangar by the way, pointless to power it while the thrusters are on.


That's what I do for the Shield Cell banks as well.

Reducing Power Draw allows for stronger weapons to be fitted for those who wish to arm their ship and reduce the amount of manipulation in the Module page, it's a pain in the back, I do it all the time in CZ, so having one ON and one OFF is useful, I got TWO 3D AUTO FIELD-MAINTENANCE UNIT in the Mandalay.

Sakashiropointless to power it while the thrusters are on.


That's not true, I repaired other modules while on approach to an Engineer, you can repair pretty much anything you don't need to move like Power Plant and Thrusters, such as Shield Cell Banks or even Life Support for which repairing twice faster thanks to Premium Synthesis will also be useful.

When I get too much damage with the Krait in a CZ, I move away from the fight, I'm never bothered by enemy ships once at a given distance, I can recover my shields and if I had Auto Field-Maintenance Unit fitted, I'd use them.

You have to power down any module you want to repair with an AFMU. If you want to reduce the amount of manipulation in the module page, put your life support into power group 1, an A-rated AFMU (or two if you like) into group 2, and everything else into group 3. Now the moment you turn on the AFMU(s), everything else will turn off and be ready for repairs. It doesn't get easier than that. Power draw doesn't matter at this point. Keeping an AFMU on all the time is nonsense.

A D-rated AFMU makes no sense unless you can't afford a better one. It will repair less and slower while eating more synthesis materials. You're shooting yourself in the foot there.

And what I said about thrusters was in reference to SRV hangars. so read that part again.
yesterday, 12:42pm
Hello commanders,
Do you know where I can find a table or other source of information on legal - illegal goods and in which jurisdictions?
I don't dare take delivery of doping products, reactive protection or beer for example ...
I couldn't find it despite my searches
yesterday, 2:20pm
I prefer the Palpatine method of ship power management
yesterday, 3:25pm
Sakashiro[quote=Thinder]
And what I said about thrusters was in reference to SRV hangars. so read that part again.


You talk like someone who just tested them, obviously you didn't, I did.

First the modules power themselves down when you click repair, second you were WRONG about the thruster, now please I have other things to do than arguing in the void with someone who doesn't know what she is saying. Blocked. BYE.

Repost for cause of being lost in tons of argumentative garbage:

Auto Field-Maintenance Unit can be reloaded using Synthesis and their speed of repair increased by 50 or 100%, so it's worth opting for the 4D to limit power draw.
If you're planning a long trip properly you could leave with enough materials to repair your ship and modules this way.
>>>
NOW for those who think they know better: I already have all unnecessary modules turned OFF. I used this method for ages, first with the Corvette and Shield Cell Banks, one ON, one OFF, same with the two AFMU mounted on my Mandalay.

Using lower power draw modules helps when you have strong weaponry as I do on my Corvette as for the Mandalay, with a Class 5 Power Plant (compared to the Krait MK II Class 7), it doesn't take much to run out of power, it doesn't mean you have to turn your AFMU OFF and with Premium Synthesis the repair can be 100% faster.

I'm already LIMIT at -0.50 MW with all that can be turned OFF out of the power line, but I still have ONE AFMU immediately available to repair (here two of them are online) what need to be repaired as I did already for testing after a not-so-soft entry in atmospheric flight.


Last edit: 04 Nov 2024, 3:52pm
yesterday, 3:51pm
Finally, I've come up with a good assassin/bounty hunter build with modified plasma chargers: surprise, it's the Python Mk2! It shreds everything rather easy, with 4 MPC and 2 long-range thermal vent beams. Given how large the ammo capacity of the MPC is, this thing might even have good staying power in a CZ. If you want, check it out and play with it: https://edsy.org/s/vbQytJp

Also, here's a bounty hunter Mandalay build that actually works (within the limitations of the class 5 distro and only 4 utility slots): https://s.orbis.zone/qCcK I wouldn't take this into a CZ, it's more of a sniper build for assassinations, the ammo capacity of frags and rails is too limiting here. But it works wonder against Elite NPCs, so give it a try if you like!
yesterday, 4:30pm
RawnuFinally, I've come up with a good assassin/bounty hunter build with modified plasma chargers: surprise, it's the Python Mk2! It shreds everything rather easy, with 4 MPC and 2 long-range thermal vent beams. Given how large the ammo capacity of the MPC is, this thing might even have good staying power in a CZ. If you want, check it out and play with it: https://edsy.org/s/vbQytJp

Also, here's a bounty hunter Mandalay build that actually works (within the limitations of the class 5 distro and only 4 utility slots): https://s.orbis.zone/qCcK I wouldn't take this into a CZ, it's more of a sniper build for assassinations, the ammo capacity of frags and rails is too limiting here. But it works wonder against Elite NPCs, so give it a try if you like!


You always come up with good solutions...

I'm finishing my Mandalay and took one trick from you: Enhanced low power ︎︎︎︎︎ HI-CAP. I'm now at -0.90 MW which is OK with one of the AFMU turned OFF as planned, I have now 4 X stock 0D SHIELD BOOSTER and 1 X 1I DETAILED SURFACE SCANNER.

Jump Range are: 80.96/80.85/87.63 which is what I wanted, all above 80 Ly, Speeds are 413/516 M/s.

This ship have been designed with a lot of flexibility when it comes to Thermals and she looks pretty good for exploration, thanks for your input, a lot of people can beneficiate from it.
yesterday, 6:41pm
Type-8 is huuuge!


And it runs hot. Temperature gets +35 pp for a jump.


Last edit: 04 Nov 2024, 6:54pm

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